Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
597 lines
37 KiB
JSON
597 lines
37 KiB
JSON
{
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"basis": "Read-only original package path inventory. Category assignment is an inference from file names and directories, not a code audit or proof of feature equivalence. All original script entries have a tracked responsibility; none is marked complete solely from this mapping.",
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"acceptance": "docs/acceptance.json",
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"features": [
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{
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"id": "alternate_starts",
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"title": "Helicopter-crash and hideout starts",
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"scope": "later",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/Components/ESCT_HelicrashHelicopterComponent.c",
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"Scripts/Game/Components/Start/ESCT_HelicrashStartComponent.c",
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"Scripts/Game/Components/Start/ESCT_HideoutStartComponent.c",
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"Scripts/Game/Entities/ESCT_HelicrashLocationHolder.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/00_Core/ERR_StartRules.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_StartSetup.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_CrashSiteResources.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_Settings.c",
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"docs/mission-starts.md"
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],
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"remaining": "Independent static on-foot crash aftermath and persisted next-round Prison/Crash choice are implemented and complete a scripted native escape route. Human play, rendered admin UI, remote multiplayer and FPS remain unqualified. Hideout starts and animated helicopter crashes remain absent; no equivalence to protected original crash logic is claimed."
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},
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{
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"id": "spectators",
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"title": "Spectators and follow cameras",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/Camera/Components/ESCT_AssignTargetManualCameraComponent.c",
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"Scripts/Game/Camera/Components/ESCT_AttachToPlayerManualCameraComponent.c",
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"Scripts/Game/Camera/Components/ESCT_LookAtTargetManualCameraComponent.c",
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"Scripts/Game/Camera/Components/ESCT_OrbitDistanceManualCameraComponent.c",
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"Scripts/Game/Camera/Components/ESCT_OrbitPlayerManualCameraComponent.c",
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"Scripts/Game/Camera/Components/ESCT_SpectatorUIManualCameraComponent.c",
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"Scripts/Game/Components/Editor/ESCT_SpectatorMenuLayoutEditorComponent.c",
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"Scripts/Game/Components/PlayerController/ESCT_SpectatorComponent.c",
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"Scripts/Game/GameMode/Components/ESCT_AmbientCameraDirectorComponent.c",
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"Scripts/Game/UI/ScreenEffects/ESCT_SpectatorBleedingScreenEffect.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/00_Core/ERR_Observer.c"
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],
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"remaining": "Spectator reason messages and survivor-cycling guidance are added and compile. Verify visible presentation, remote streaming, target changes and death/reconnect on real clients."
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},
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{
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"id": "environment",
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"title": "Time, weather, lights and night options",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/AI/ScriptedNodes/Conditions/ESCT_AIDecoIsSunset.c",
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"Scripts/Game/Actions/ESCT_LightUserAction.c",
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"Scripts/Game/Actions/ESCT_SwitchLightUserAction.c",
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"Scripts/Game/Components/ESCT_IndoorLampComponent.c",
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"Scripts/Game/Components/ESCT_IndoorLampSwitchProxyComponent.c",
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"Scripts/Game/Editor/Containers/Actions/ESCT_ToggleLocalEditorLimitedNightModeToolbarAction.c",
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"Scripts/Game/GameMode/ESCT_NightModeGameModeComponent.c",
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"Scripts/Game/GameMode/Misc/ESCT_TimeOfDay.c",
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"Scripts/Game/Misc/ESCT_Weather.c",
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"Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_EnvironmentTab.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/00_Core/ERR_TimeService.c",
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"docs/mission-time.md",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_EnvironmentService.c",
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"docs/environment.md"
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],
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"remaining": "Local native clock, saved date/weather choices and two real restart rounds pass. Remote agreement, lighting and long-running day/night transitions still require validation."
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},
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{
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"id": "presentation_audio",
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"title": "Voice, music, feedback and effects",
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"scope": "later",
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"status": "pending",
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"original_scripts": [
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"Scripts/Game/Components/ESCT_BarrelDamageManager.c",
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"Scripts/Game/Components/ESCT_BarrelSoundEffectComponent.c",
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"Scripts/Game/Components/FlareMine/ESCT_ProjectileSpawnerComponent.c",
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"Scripts/Game/Components/PlayerController/ESCT_EscapistsFeedbackComponent.c",
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"Scripts/Game/Components/Radio/ESCT_RadioSoundComponent.c",
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"Scripts/Game/EffectModule/ESCT_RocketBarrageEffectsModule.c",
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"Scripts/Game/GameMode/Components/ESCT_VoiceoverComponent.c",
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"Scripts/Game/Misc/ESCT_BarrelFlammableHitZone.c",
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"Scripts/Game/Misc/ESCT_EscapistsHint.c",
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"Scripts/Game/Music/ESCT_ApproachHelipadMusic.c",
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"Scripts/Game/Music/ESCT_DefendRadioMusic.c",
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"Scripts/Game/Music/ESCT_FlyAwayMusic.c",
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"Scripts/Game/Systems/ESCT_VoiceoverSystem.c",
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"Scripts/Game/VON/ESCT_VONController.c"
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],
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"replacement_files": [],
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"remaining": "Review which feedback is required for clear play; author replacements without importing original audio or UI assets."
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},
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{
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"id": "medical",
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"title": "Health, unconsciousness and casualty handling",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/Actions/ESCT_LoadCasualtyVehicleUserAction.c",
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"Scripts/Game/Components/Damage/ESCT_HelicopterDamageManagerComponent.c",
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"Scripts/Game/Components/ESCT_MedicalStorageArsenalComponent.c",
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"Scripts/Game/Components/ESCT_PlayerDamageManagerComponent.c",
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"Scripts/Game/Components/ESCT_StaticHospitalComponent.c",
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"Scripts/Game/Components/PlayerController/ESCT_WithstandComponent.c",
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"Scripts/Game/Components/SupportStations/ESCT_LoadCasualtyVehicleSupportStationComponent.c",
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"Scripts/Game/Enums/ESCT_EHealthType.c",
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"Scripts/Game/Misc/ESCT_Health.c",
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"Scripts/Game/Misc/ESCT_PlayerHitZone.c",
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"Scripts/Game/UI/HUD/ESCT_UnconsciousInfoDisplay.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/00_Core/ERR_Actors.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_GameMode.c"
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],
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"remaining": "Local native blood-loss treatment, consumed supplies, consciousness recovery, ground casualty loading and vanilla door removal pass bounded fixtures. Verify ordinary input/animation, remote ownership, bleedout, interrupted treatment and flight with casualties."
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},
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{
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"id": "enemy_coordination",
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"title": "Enemy coordination, support and threat assessment",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/AI/Behavior/ActivityFeatures/ESCT_AIActivityCallForSupportFeature.c",
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"Scripts/Game/AI/Behavior/ActivityFeatures/ESCT_AIActivityIllumFlareFeature.c",
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"Scripts/Game/AI/Behavior/ESCT_AICallForSupportActivity.c",
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"Scripts/Game/AI/Behavior/ESCT_AICallSupportToBehavior.c",
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"Scripts/Game/AI/Behavior/ESCT_AIVehicleBehavior.c",
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"Scripts/Game/AI/Components/ESCT_AIGroupInfoComponent.c",
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"Scripts/Game/AI/Components/ESCT_AIGroupUtilityComponent.c",
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"Scripts/Game/AI/Reaction/ESCT_AIGoalReaction.c",
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"Scripts/Game/AI/ScriptedNodes/Generated/EscapistsSendGoalMessage.c",
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"Scripts/Game/AI/ScriptedNodes/Generated/EscapistsSendInfoMessage.c",
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"Scripts/Game/AI/ScriptedNodes/Generated/EscapistsSendOrder.c",
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"Scripts/Game/AI/ScriptedNodes/Groups/ESCT_AICallSupport.c",
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"Scripts/Game/AI/ScriptedNodes/Groups/ESCT_AICallSupportTo.c",
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"Scripts/Game/AI/ScriptedNodes/Messages/ESCT_AIMessage.c",
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"Scripts/Game/Components/ESCT_EditableSupportComponent.c",
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"Scripts/Game/Components/ESCT_SupportCallerComponent.c",
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"Scripts/Game/Components/Heli/ESCT_HeliBehaviourBaseComponent.c",
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"Scripts/Game/Components/Heli/ESCT_HeliFlyByComponent.c",
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"Scripts/Game/Components/Heli/ESCT_HeliLoiterComponent.c",
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"Scripts/Game/Components/Heli/ESCT_HeliStrikeFireComponent.c",
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"Scripts/Game/Components/Heli/ESCT_HeliStrikeMovementComponent.c",
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"Scripts/Game/Entities/ESCT_AIGroup.c",
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"Scripts/Game/Enums/ESCT_ESupportStationType.c",
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"Scripts/Game/Enums/Support/ESCT_ESupportState.c",
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"Scripts/Game/Enums/Support/ESCT_ESupportType.c",
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"Scripts/Game/GameMode/Components/ESCT_WaypointManager.c",
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"Scripts/Game/Misc/ESCT_AirstrikeConfig.c",
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"Scripts/Game/Support/ESCT_SupportInfo.c",
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"Scripts/Game/Support/ESCT_SupportPicker.c",
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"Scripts/Game/Support/ESCT_SupportPresentationConfig.c",
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"Scripts/Game/Support/ESCT_SupportSystemConfig.c",
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"Scripts/Game/Support/SupportTypes/ESCT_HeliLoiterSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_HeliStrikeSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_IlluminationMortarBarrageSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_LightVehicleSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_MortarBarrageBase.c",
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"Scripts/Game/Support/SupportTypes/ESCT_MortarBarrageSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_QRFSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_QRFVehicleSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_RocketArtillerySupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_SmokeMortarBarrageSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_SpecOpsSupport.c",
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"Scripts/Game/Support/SupportTypes/ESCT_SupportBase.c",
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"Scripts/Game/Systems/ESCT_SupportSystem.c",
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"Scripts/Game/Tasks/SupportEntities/ESCT_BaseTaskSupportEntity.c",
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"Scripts/Game/Tasks/SupportEntities/ESCT_DefendRadioTaskSupportEntity.c",
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"Scripts/Game/ThreatAssessment/ESCT_ThreatAssessmentConfig.c",
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"Scripts/Game/Utility/ESCT_GroupDirector.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQNetwork.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_MortarSystem.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQMemory.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQCoverage.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQPursuit.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQWatch.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_HQRoadIntercept.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantrySupplyPool.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c",
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"docs/hq-air-support.md",
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"docs/multiconvoy-resupply.md",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_EngineerMine.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_EngineerMineSite.c"
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],
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"remaining": "HQ coordinates responses through delivered radio reports, bounded movement memory, search coverage, temporary infantry road interception, missing-patrol investigations and body-driven site defence. Mortars, hunters, airborne support and finite infantry resupply from all existing convoy ammo trucks are implemented. Finite engineer mine placement is connected to existing delivered infantry road posts with original-item custody, withdrawal and friendly-clearance guards; physical mine placement/arming remains unqualified. Mounted resupply is integrated but physical rearming remains unproved. Finite convoy mine resupply supports one-to-two top-ups and zero-to-one replacement for original startup-designated engineers, without generating stock or resetting placement attempts; physical delivery remains unqualified. One or two original armed escorts from the same convoy can receive finite road-interception orders from delivered travel history. A pair occupies spaced positions on one road only after both real downlinks arrive; native interception movement/hold/rejoin remain unqualified. Barricade props and full original roadblock parity remain absent. Ordinary autonomous resupply, interrupted/lost support, long sessions and multiplayer need qualification. Experimental helicopter flight remains paused."
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},
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{
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"id": "ambient",
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"title": "Ambient patrols, vehicles and civilians",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/AmbientEvents/AmbientEventTypes/ESCT_AmbientEventBase.c",
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"Scripts/Game/AmbientEvents/AmbientEventTypes/ESCT_HeliFlybyEvent.c",
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"Scripts/Game/AmbientEvents/AmbientEventTypes/ESCT_VehiclePatrolEvent.c",
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"Scripts/Game/AmbientEvents/ESCT_AmbientEventInfo.c",
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"Scripts/Game/AmbientEvents/ESCT_AmbientEventPicker.c",
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"Scripts/Game/AmbientEvents/ESCT_AmbientSystemConfig.c",
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"Scripts/Game/Components/ESCT_AmbientPatrolSpawnPointComponent.c",
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"Scripts/Game/Components/ESCT_AmbientVehicleSpawnPointComponent.c",
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"Scripts/Game/Components/ESCT_EditableAmbientEventComponent.c",
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"Scripts/Game/Components/Locations/ESCT_CivilianPresenceComponent.c",
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"Scripts/Game/Enums/AmbientEvent/ESCT_EAmbientEventType.c",
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"Scripts/Game/GameMode/Components/ESCT_AmbientVehicleComponent.c",
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"Scripts/Game/GameMode/Components/ESCT_CivilianManagerComponent.c",
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"Scripts/Game/Systems/ESCT_AmbientEventSystem.c",
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"Scripts/Game/Systems/ESCT_AmbientPatrolSystem.c",
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"Scripts/Game/Systems/ESCT_AmbientVehicleSystem.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/10_AI/ERR_CivilianTraffic.c",
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"docs/civilian-traffic.md",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_TownGarrisons.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_ScoutSystem.c",
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"addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoySystem.c",
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"docs/town-garrisons.md",
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"docs/hill-scouts.md",
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"docs/supply-convoys.md"
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],
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"remaining": "Finite patrols, road supply convoys, hill scouts and once-per-round town garrisons feed the force ledger and HQ. Original random ambient-event spawning is intentionally not reproduced. Bounded unarmed civilian road traffic now uses native driving, hidden distant placement and cleanup, and permanent player-claim release. Walking civilian population and broader civilian activity remain absent. Qualify ordinary encounters, navigation, losses and measured runtime cost; dormant-route arithmetic is not operational distant-unit virtualization or an FPS improvement."
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},
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{
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"id": "factions",
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"title": "Faction, group and asset catalogs",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/EntityCatalog/ESCT_EntityCatalogManagerComponent.c",
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"Scripts/Game/EntityCatalog/EntityCatalogEntryData/ESCT_EntityCatalogEntryData.c",
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"Scripts/Game/Enums/ESCT_EFactionType.c",
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"Scripts/Game/Enums/ESCT_EInsurgentsOption.c",
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"Scripts/Game/Enums/ESCT_ELookupExclusionType.c",
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"Scripts/Game/Enums/ESCT_EMilitaryBranchType.c",
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"Scripts/Game/Enums/ESCT_EUnitRole.c",
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"Scripts/Game/Factions/ESCT_Faction.c",
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"Scripts/Game/Factions/ESCT_FactionLookupValue.c",
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"Scripts/Game/Factions/ESCT_FactionManager.c",
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"Scripts/Game/Factions/ESCT_PlayerFactionInfo.c",
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"Scripts/Game/Factions/FactionLookup/ESCT_CharacterLookup.c",
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"Scripts/Game/Factions/FactionLookup/ESCT_FactionLookup.c",
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"Scripts/Game/Factions/FactionLookup/ESCT_GroupLookup.c",
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"Scripts/Game/GameMode/Misc/ESCT_MilBranchInfo.c",
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"Scripts/Game/Utility/ESCT_EntityCatalogHelper.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/00_Core/ERR_FactionCatalog.c",
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"addons/core/Configs/ERR/VanillaFactions.conf",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_FactionSelection.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_ContentDefinition.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_ContentSettings.c",
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"addons/core/Configs/ERR/Content/Registry.conf",
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"docs/content-packs.md",
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"docs/external-addons.md"
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],
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"remaining": "Vanilla US/USSR/FIA and enabled registered RHS factions support saved Escapists, enemy and independent role choices. The combined addon declares authorized RHS Status Quo, WCS Armaments and WCS BMP-1 dependencies; faction choices do not replace every specialist vehicle or kit. Verify all supported faction combinations, remote affiliation and full-mission inventory/medical/radio behavior. Installed-resource compatibility errors remain unresolved."
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},
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{
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"id": "prison",
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"title": "Prison layout, locks and initial equipment",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/Actions/ESCT_LockedDoorUserAction.c",
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"Scripts/Game/Actions/ESCT_LockpickDoor.c",
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"Scripts/Game/Components/ESCT_EquipmentSlotArsenalPrisonComponent.c",
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"Scripts/Game/Components/ESCT_LockedDoorComponent.c",
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"Scripts/Game/Components/ESCT_PrisonDoorComponent.c",
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"Scripts/Game/Components/ESCT_WeaponRackArsenalPrisonComponent.c",
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"Scripts/Game/Components/Start/ESCT_PrisonComponent.c",
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"Scripts/Game/Components/Start/ESCT_StartAreaComponent.c",
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"Scripts/Game/Entities/Locations/ESCT_StartArea.c",
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"Scripts/Game/Enums/ESCT_EStartType.c",
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"Scripts/Game/GameMode/Misc/ESCT_StartAreaSelector.c",
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"Scripts/Game/Tasks/ESCT_LockpickTask.c"
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],
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"replacement_files": [
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"addons/core/Prefabs/ERR/Prison.et",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_Actions.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_PrisonAI.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_PrisonEscapeService.c",
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"docs/prison-opening.md"
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],
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"remaining": "The authored prison, held lock action, finite starter backpack, enemy opening hold/release and alternate physical escape detection are implemented; scripted opening checks pass. Verify ordinary held input, vault/collision behavior, twelve-player access to shared finite equipment, threat balance and placement. Prison input automation remains paused."
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},
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{
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"id": "extraction",
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"title": "Extraction vehicle and round results",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/Components/ESCT_EscapeHelicopterComponent.c",
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"Scripts/Game/Entities/Locations/ESCT_Helipad.c",
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"Scripts/Game/GameMode/Components/ESCT_WinLoseHandlerComponent.c",
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"Scripts/Game/GameOverScreen/ESCT_EGameOverTypes.c",
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"Scripts/Game/UI/GameOverScreens/ESCT_GameOverScreenEscapistsUIComponent.c"
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],
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"replacement_files": [
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"addons/core/Scripts/Game/ERR/00_Core/ERR_ExtractionService.c",
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"addons/core/Scripts/Game/ERR/00_Core/ERR_PlayerEscapeResult.c",
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"addons/core/Configs/ERR/GameOverScreens.conf",
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"docs/combined-candidate-2026-09-30.md"
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],
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"remaining": "Physical occupancy, per-player results, aircraft settling and ground casualty loading have bounded native evidence. The combined 30 September normal-catalog scripted route reaches victory and the result screen; fixture positioning is not manual piloting. Manual boarding/piloting, real reconnect, empty-server flight, remote rescue contention and multiplayer loss/restart acceptance remain."
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},
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{
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"id": "objectives_intel",
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"title": "Radio objectives, tasks and discovery",
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"scope": "first-release",
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"status": "partial",
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"original_scripts": [
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"Scripts/Game/Actions/ESCT_RadioAction.c",
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"Scripts/Game/Actions/ESCT_ReceiveRadioMessageAction.c",
|
|
"Scripts/Game/Actions/ESCT_TuneRadioFrequencyAction.c",
|
|
"Scripts/Game/Components/ESCT_LocationMapUIComponent.c",
|
|
"Scripts/Game/Components/ESCT_StaticInsurgentRadioStationComponent.c",
|
|
"Scripts/Game/Components/ESCT_StaticRadioStationComponent.c",
|
|
"Scripts/Game/Entities/ESCT_DefendRadioTaskPresentation.c",
|
|
"Scripts/Game/Entities/ESCT_Radio.c",
|
|
"Scripts/Game/Entities/ESCT_RadioSlotEntity.c",
|
|
"Scripts/Game/Entities/Locations/ESCT_RadioStation.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_TaskAssignerComponent.c",
|
|
"Scripts/Game/Systems/ESCT_KnownLocationsSystem.c",
|
|
"Scripts/Game/Tasks/ESCT_DefendRadioTask.c",
|
|
"Scripts/Game/Tasks/ESCT_RadioTask.c",
|
|
"Scripts/Game/Tasks/ESCT_Task.c",
|
|
"Scripts/Game/Tasks/ESCT_TaskInfoConfig.c",
|
|
"Scripts/Game/Tasks/ESCT_TriggerTask.c",
|
|
"Scripts/Game/UI/Components/ESCT_EscapistsMapUIBase.c",
|
|
"Scripts/Game/UI/Escapists/ESCT_MapEscapistsUI.c",
|
|
"Scripts/Game/UI/HUD/ESCT_DefendTaskDisplay.c",
|
|
"Scripts/Game/Utility/ESCT_TaskFuncs.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_Objectives.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_DiscoveryService.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_DiscoveryMap.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_RadioDefenceService.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_ObjectiveDetails.c",
|
|
"addons/core/Scripts/Game/ERR/20_Intel/ERR_IntelService.c",
|
|
"docs/player-route.md"
|
|
],
|
|
"remaining": "Independent radio defence, carried physical intel, partial/identified discovery, shared map and native task-detail refresh are implemented. The combined scripted prison-to-radio-to-extraction route completes. A current native admin fixture completes two rerolls for 126 actors and the scripted escape; the earlier 129-actor timeout remains retained. Validate ordinary task/map usability, simultaneous real clients, discovery replication and the complete manual objective route."
|
|
},
|
|
{
|
|
"id": "scavenging",
|
|
"title": "Physical equipment, storage and scavenging",
|
|
"scope": "first-release",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Actions/ESCT_OpenVehicleStorageAction.c",
|
|
"Scripts/Game/Actions/ESCT_ResourceContainerVehicleLoadAction.c",
|
|
"Scripts/Game/Actions/ESCT_ResourceContainerVehicleUnloadAction.c",
|
|
"Scripts/Game/Actions/ESCT_ResourceEntityRefundAction.c",
|
|
"Scripts/Game/Components/ESCT_EditableStorageComponent.c",
|
|
"Scripts/Game/Components/ESCT_EditableVehicleStorageComponent.c",
|
|
"Scripts/Game/Components/ESCT_EquipmentSlotArsenalComponent.c",
|
|
"Scripts/Game/Components/ESCT_LocationStorageComponent.c",
|
|
"Scripts/Game/Components/ESCT_StorageArsenalComponent.c",
|
|
"Scripts/Game/Components/ESCT_WeaponRackArsenalComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationStorageManagerComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationWeaponRackManagerComponent.c",
|
|
"Scripts/Game/Entities/ESCT_EquipmentSlotEntity.c",
|
|
"Scripts/Game/Entities/ESCT_StorageSlotEntity.c",
|
|
"Scripts/Game/Entities/ESCT_WeaponRack.c",
|
|
"Scripts/Game/Entities/ESCT_WeaponRackSlotEntity.c",
|
|
"Scripts/Game/Enums/ESCT_EMilitaryCrateType.c",
|
|
"Scripts/Game/GameMode/Loadout/ESCT_EArsenalGameModeType.c",
|
|
"Scripts/Game/GameMode/Misc/ESCT_EquipmentInfo.c",
|
|
"Scripts/Game/Misc/ESCT_ArsenalItem.c",
|
|
"Scripts/Game/Misc/ESCT_ArsenalItemDisplayData.c",
|
|
"Scripts/Game/State/ESCT_EquipmentSlotState.c",
|
|
"Scripts/Game/State/ESCT_StorageState.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SiteService.c",
|
|
"addons/core/Prefabs/ERR/SupplyCache.et",
|
|
"docs/field-sites.md",
|
|
"docs/ground-transport.md"
|
|
],
|
|
"remaining": "Finite clue caches, hospital medical stock, field-camp weapons/documents, convoy cargo and repair/refuel supplies are authored. Physical document transfers and selected stock/medical interactions have bounded native evidence. Verify ordinary inventory access, twelve-player route balance, actual repair/refuel use, destruction and network ownership. Original unlimited refill/refund systems are not implemented."
|
|
},
|
|
{
|
|
"id": "vehicles",
|
|
"title": "Usable vehicles, locks, alarms and navigation",
|
|
"scope": "first-release",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Actions/ESCT_BreakIntoVehicleAction.c",
|
|
"Scripts/Game/Actions/ESCT_CompartmentHoldAction.c",
|
|
"Scripts/Game/Actions/ESCT_GetInUserAction.c",
|
|
"Scripts/Game/Actions/ESCT_OpenVehicleDoorUserAction.c",
|
|
"Scripts/Game/Components/ESCT_CarAlarmComponent.c",
|
|
"Scripts/Game/Components/ESCT_CharacterSpawnVehicleAssistantComponent.c",
|
|
"Scripts/Game/Components/ESCT_VehicleForceEjectComponent.c",
|
|
"Scripts/Game/Components/ESCT_VehicleOccupantReactionComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationVehicleManagerComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationVehiclePatrolManagerComponent.c",
|
|
"Scripts/Game/Entities/ESCT_VehicleSpawnPoint.c",
|
|
"Scripts/Game/Global/ESCT_VehicleDirector.c",
|
|
"Scripts/Game/Misc/ESCT_VehicleHitZone.c",
|
|
"Scripts/Game/State/ESCT_PatrolVehicleState.c",
|
|
"Scripts/Game/State/ESCT_VehicleSpawnPointState.c",
|
|
"Scripts/Game/Utility/ESCT_RoadNavigation.c",
|
|
"Scripts/Game/Vehicle/ESCT_VehicleControllerComponent.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SiteService.c",
|
|
"docs/ground-transport.md",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_VehicleSecurityComponent.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_VehicleSecurityActions.c",
|
|
"docs/vehicle-security.md",
|
|
"docs/supply-convoys.md"
|
|
],
|
|
"remaining": "A once-only optional locked UAZ is now configured at the normal Southern cache; parking/readiness failures preserve the clue route. One normal-catalog native run confirms safe parking, owned identity and locked state; ordinary driving remains unqualified. The supply UAZ held breach action and replicated entry/door guards are implemented. Historical Western-fixture native checks cover lock rejection/unlock, seats, engine, fuel depletion and no replacement after loss; convoy route/tactical code also exists. One-shot horn alarm playback and tagged local native hearing into radio-delivered, single-mobile-group HQ investigation are implemented. A controlled native scene now verifies hearing and original-time radio delivery into memory; audible/spatial presentation, ordinary breach input, physical investigation arrival and remote hearing/radio behavior remain unqualified. Verify ordinary held-input cancellation, manual driving, repair/refuel use, sustained navigation and remote ownership/lock replication."
|
|
},
|
|
{
|
|
"id": "population",
|
|
"title": "Locations, compositions and population ownership",
|
|
"scope": "first-release",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Components/ESCT_LocationItemComponent.c",
|
|
"Scripts/Game/Components/ESCT_LocationPatrollerComponent.c",
|
|
"Scripts/Game/Components/ESCT_PopulatedBuildingComponent.c",
|
|
"Scripts/Game/Components/ESCT_StaticLocationComponent.c",
|
|
"Scripts/Game/Components/ESCT_StaticOutpostComponent.c",
|
|
"Scripts/Game/Components/Locations/CompositionComponents/ESCT_CheckpointCompositionComponent.c",
|
|
"Scripts/Game/Components/Locations/CompositionComponents/ESCT_LocationCompositionComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_BaseCharacterManager.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationCharacterManagerComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationItemManagerComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationMilBuildingManager.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationPatrolManagerComponent.c",
|
|
"Scripts/Game/Components/Locations/ESCT_LocationTurretManagerComponent.c",
|
|
"Scripts/Game/Entities/ESCT_DisableLocationEntity.c",
|
|
"Scripts/Game/Entities/ESCT_RandomLocationHolder.c",
|
|
"Scripts/Game/Entities/Locations/ESCT_Checkpoint.c",
|
|
"Scripts/Game/Entities/Locations/ESCT_City.c",
|
|
"Scripts/Game/Entities/Locations/ESCT_Location.c",
|
|
"Scripts/Game/Entities/Locations/ESCT_LocationBase.c",
|
|
"Scripts/Game/Enums/ESCT_ELocationSpawnReason.c",
|
|
"Scripts/Game/Enums/ESCT_ELocationType.c",
|
|
"Scripts/Game/GameMode/Misc/ESCT_LocationConfig.c",
|
|
"Scripts/Game/GameMode/Misc/ESCT_LocationPreparer.c",
|
|
"Scripts/Game/LocationState/ESCT_EntityState.c",
|
|
"Scripts/Game/LocationState/ESCT_LocationState.c",
|
|
"Scripts/Game/Misc/ESCT_LocationPatrolPoint.c",
|
|
"Scripts/Game/State/ESCT_CharacterState.c",
|
|
"Scripts/Game/Systems/ESCT_LocationStateSystem.c",
|
|
"Scripts/Game/Systems/ESCT_LocationSystem.c",
|
|
"Scripts/Game/Utility/ESCT_LocationCatalog.c",
|
|
"Scripts/Game/Utility/ESCT_LocationFuncs.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SiteDefinition.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SiteService.c",
|
|
"addons/core/Prefabs/ERR/FieldCover.et",
|
|
"addons/core/Scripts/Game/ERR/10_AI/ERR_TownGarrisons.c",
|
|
"addons/core/Scripts/Game/ERR/10_AI/ERR_ScoutSystem.c",
|
|
"docs/field-sites.md",
|
|
"docs/town-garrisons.md"
|
|
],
|
|
"remaining": "Randomized field hospitals/camps with separate permanent defenders and mobile teams, finite settlement garrisons, hill scouts and existing objective sites are implemented. Optional-site placement may safely skip unavailable sites; later proximity does not replenish lost squads. Full checkpoint/city composition and turret-population parity remain absent. Qualify ordinary access/encounters, balance, retained losses, multiplayer cleanup and performance."
|
|
},
|
|
{
|
|
"id": "lifecycle",
|
|
"title": "Player identity, spawning and reconnect",
|
|
"scope": "first-release",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Character/ESCT_CharacterControllerComponent.c",
|
|
"Scripts/Game/Character/ESCT_ChimeraCharacter.c",
|
|
"Scripts/Game/Components/ESCT_CharacterInitComponent.c",
|
|
"Scripts/Game/Components/ESCT_SpawnPosition.c",
|
|
"Scripts/Game/Components/PlayerController/ESCT_EscapistsNetworkComponent.c",
|
|
"Scripts/Game/Entities/ESCT_CharacterSpawnPoint.c",
|
|
"Scripts/Game/Entities/ESCT_SpawnPoint.c",
|
|
"Scripts/Game/Enums/ESCT_ESpawnState.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_OrphanEscapistHandlerComponent.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_SpawnLogic.c",
|
|
"Scripts/Game/GameMode/Misc/ESCT_TrackablePlayer.c",
|
|
"Scripts/Game/Global/ESCT_CharacterHelper.c",
|
|
"Scripts/Game/Global/ESCT_Player.c",
|
|
"Scripts/Game/Global/ESCT_SpawnHelpers.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_PlayerRoster.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnLogic.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnPlacement.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnFinalization.c"
|
|
],
|
|
"remaining": "Local native slot reservations, final-assignment guards and owned pending cleanup have evidence. Admission retries are bounded and obsolete callbacks cannot consume a reconnected controller's retry allowance. Real dedicated-server concurrent joins, preload races, reconnects, connection-ID reuse, spent lives, late arrivals and spectator streaming remain to be qualified."
|
|
},
|
|
{
|
|
"id": "setup",
|
|
"title": "Mission setup, configuration and administration",
|
|
"scope": "first-release",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Enums/ESCT_EEditableEntityLabel.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_EscapistsConfigComponent.c",
|
|
"Scripts/Game/GameMode/Misc/ESCT_GeneralConfig.c",
|
|
"Scripts/Game/Misc/ESCT_EditableLabelConfig.c",
|
|
"Scripts/Game/Misc/ESCT_MissionHeader.c",
|
|
"Scripts/Game/Misc/ESCT_SetupConfig.c",
|
|
"Scripts/Game/Misc/ESCT_Skill.c",
|
|
"Scripts/Game/UI/Components/ESCT_SliderComponent.c",
|
|
"Scripts/Game/UI/Components/ESCT_SpinboxComponent.c",
|
|
"Scripts/Game/UI/Components/ESCT_ToolboxComponent.c",
|
|
"Scripts/Game/UI/Menus/ESCT_ClientWaitScreen.c",
|
|
"Scripts/Game/UI/Menus/ESCT_SetupMenu.c",
|
|
"Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_DifficultyTab.c",
|
|
"Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_MainTab.c",
|
|
"Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_MenuTabBase.c",
|
|
"Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_MiscTab.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_AdminService.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_Settings.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_AdminMenu.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_FactionMenu.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_ContentMenu.c",
|
|
"docs/content-packs.md",
|
|
"docs/single-mod.md",
|
|
"docs/combined-candidate-2026-09-30.md"
|
|
],
|
|
"remaining": "Mission-owned administration/chat, content-pack toggles, distinct faction role drafts, saved environment/settings and next-round choices are implemented. The sealed 2 October transfer-fixes package includes the recent radio/supply/mortar corrections and starts the normal mission with a local prisoner; strict packaging and installed-resource errors remain retained. Ordinary remote authorization, simultaneous administrators, full setup/restart behavior and clean package qualification remain unverified; no complete original difficulty-menu parity is claimed."
|
|
},
|
|
{
|
|
"id": "mission",
|
|
"title": "Mission state, restart and base framework",
|
|
"scope": "first-release",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Enums/ESCT_EGameState.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_GameModeBaseComponent.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_GameStartComponent.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_GameStateManagerComponent.c",
|
|
"Scripts/Game/GameMode/Components/ESCT_RestartTimeoutComponent.c",
|
|
"Scripts/Game/GameMode/ESCT_EscapistsGameMode.c",
|
|
"Scripts/Game/GameMode/ESCT_EscapistsManager.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_GameMode.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_MissionRules.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_RadioDefenceService.c",
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_ExtractionService.c",
|
|
"docs/combined-candidate-2026-09-30.md"
|
|
],
|
|
"remaining": "Independent mission progression, objective services, player lifecycle, round outcomes and restart/cleanup paths are implemented. The current combined scripted escape reaches victory; historical restart fixtures retain their original scope. Complete manual play, adversarial multiplayer failure/restart/cleanup, clean package qualification and equivalent-workload performance acceptance remain pending."
|
|
},
|
|
{
|
|
"id": "utilities",
|
|
"title": "General helpers, editor labels and shared types",
|
|
"scope": "review",
|
|
"status": "partial",
|
|
"original_scripts": [
|
|
"Scripts/Game/Actions/ESCT_DisableAudioWarningAction.c",
|
|
"Scripts/Game/Actions/ESCT_HoldAction.c",
|
|
"Scripts/Game/ESCT_Constants.c",
|
|
"Scripts/Game/Enums/ESCT_EEditorMode.c",
|
|
"Scripts/Game/Enums/ESCT_EGroupSize.c",
|
|
"Scripts/Game/Global/ESCT_ActionHelper.c",
|
|
"Scripts/Game/Global/ESCT_ComponentHelper.c",
|
|
"Scripts/Game/Global/ESCT_EntityHelper.c",
|
|
"Scripts/Game/Global/ESCT_GroupHelper.c",
|
|
"Scripts/Game/Global/ESCT_Identifier.c",
|
|
"Scripts/Game/Global/ESCT_Logger.c",
|
|
"Scripts/Game/Global/ESCT_Misc.c",
|
|
"Scripts/Game/Misc/ESCT_BoolValue.c",
|
|
"Scripts/Game/Misc/ESCT_CameraPosition.c",
|
|
"Scripts/Game/Misc/ESCT_EntitySearch.c",
|
|
"Scripts/Game/Misc/ESCT_FloatVal.c",
|
|
"Scripts/Game/Misc/ESCT_IntVal.c",
|
|
"Scripts/Game/Misc/ESCT_MilBuildingSearch.c",
|
|
"Scripts/Game/Misc/ESCT_TargetSearch.c",
|
|
"Scripts/Game/Utility/ESCT_CumulativeWeightPicker.c",
|
|
"Scripts/Game/Utility/ESCT_DisplayFuncs.c",
|
|
"Scripts/Game/Utility/ESCT_Math.c",
|
|
"Scripts/Game/Utility/ESCT_UI.c"
|
|
],
|
|
"replacement_files": [
|
|
"addons/core/Scripts/Game/ERR/00_Core/ERR_Actors.c"
|
|
],
|
|
"remaining": "Use vanilla utilities or small independent helpers as each consumer is replaced. A filename match does not establish equivalent behavior."
|
|
}
|
|
],
|
|
"resource_work": "The 474 original prefabs, 31 layers, 24 layouts, six worlds and other original resources are not included. Required replacements are independently authored using vanilla assets and the authorized external dependencies. External asset bytes remain outside this repository; resource counts do not imply one-for-one replacements."
|
|
}
|